Summon Salesman (5e Spell)

From D&D Wiki

(Redirected from Summon salesman (5e Spell))
Jump to: navigation, search
Recycle.png This page was marked as abandoned on 00:13, 2 November 2023 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Work In Progress
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: This spell is all but complete, but I need serious help filling out the tables presented here with stuff. A salesman with no goods is no salesman at all!


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Summon Salesman
2nd-level Conjuration (ritual)
Casting time: 1 action
Range: 10 feet
Components: V, S, M (A coin of valid tender and rare incense worth at least 5 gp, which the spell consumes)
Duration: 1 hour


You call forth a salesman hailing from the City of Brass, or some other exotic market not native to the material plane. This salesman has the statistics of an efreeti, and is always friendly to you and your companions. This salesman is always the same individual between castings, and will remember you, your transaction history with it, and deeds you have done while in its presence.

When the salesman appears, choose whether the salesman is Buying or Selling. You cannot choose both in the same casting.
You may dismiss the salesman as a bonus action, ending the spell. When the spell ends, all goods and money transactioned for will be magically placed into or taken from your person. The salesman cannot be pickpocketed for its money or goods, as it does not physically carry any of it.

The salesman has a finite wallet. Whether buying or selling, the salesman cannot accept more than 100 gp worth of transactions.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the salesman will be able to buy or sell an additional 200 gp worth of goods for each slot level above 1st. If you cast this spell using a spell slot of 9th level, the salesman can buy or sell an unlimited quantity of funds.

Buying[edit]

When summoned for buying, the salesman will purchase any goods you or your companions offer, at half market value. You or your companions may attempt to haggle the price upwards or downwards at the DM's discretion. The salesman will refuse to buy any goods that do not have market value, and cannot be convinced to buy them by any means.
The salesman has a wallet of 100 gp for purchasing goods. It cannot purchase more goods than it has available funds for during a single casting of this spell.

Selling[edit]

When summoned for selling, the salesman will present to you and your companions a list of the items it is prepared to sell. The list can be picked at random from one of the tables below, or determined manually by the DM. For any items whose prices are not listed below, the salesman sells them at twice market value. You or your companions may attempt to haggle the price upwards or downwards at the DM's discretion.
The salesman has a finite inventory. It cannot sell more than 100 gp worth of goods during a single casting of this spell.
The items offered by the salesman also depend upon your character level when you cast the spell. The higher your level, the more items will be offered.

Table A[edit]

Design Note: This table focuses on items that cater toward laborers: Tools, furniture, and other practical, everyday items that the common worker might need or want.

Minimum Character Level Trade Goods Tools Adventuring Gear Weapons Armor Magic Items
1 club, dagger, greatclub, handaxe, javelin, light hammer, mace, quarterstaff, sickle, spear, light crossbow, shortbow, sling
2
3
5
7
10
13
15
17
19
Table B[edit]

Design Note: This table focuses on items that cater toward artisans: Art supplies, smithing tools, unrefined goods, and other items necessary for a variety of trades.

Minimum Character Level Trade Goods Tools Adventuring Gear Weapons Armor Magic Items
1 club, dagger, handaxe, light hammer, quarterstaff, sickle, spear, light crossbow
2
3
5
7
10
13
15
17
19
Table C[edit]

Design Note: This table focuses on items that cater toward merchants and nobles: Both tools of the trade used for business, and fineries and oddities for collection, trade, or sport.

Minimum Character Level Trade Goods Tools Adventuring Gear Weapons Armor Magic Items
1 club, dagger, handaxe, javelin, quarterstaff, sickle, spear, light crossbow, dart, shortbow, sling
2
3
5
7
10
13
15
17
19
Table D[edit]

Design Note: This table focuses on items that cater toward scholars and mages: Inks, quills, scrolls, books, and other instruments of the scholarly pursuit.

Minimum Character Level Trade Goods Tools Adventuring Gear Weapons Armor Magic Items
1 club, dagger, handaxe, quarterstaff, sickle, spear, light crossbow, dart, sling
2
3
5
7
10
13
15
17
19
Table E[edit]

Design Note: This table focuses on items that cater toward priests, clerics, and monks: Holy water, incense, candles, and other items needed for worship, sacred festival, or other divine duty.

Minimum Character Level Trade Goods Tools Adventuring Gear Weapons Armor Magic Items
1 club, dagger, handaxe, javelin, light hammer, mace, quarterstaff, sickle, spear, light crossbow, dart, sling
2
3
5
7
10
13
15
17
19
Table F[edit]

Design Note: This table focuses on items that cater toward explorers of all types: Camping gear, survival equipment, navigation tools, and other items needed to stay alive out in the wild.

Minimum Character Level Trade Goods Tools Adventuring Gear Weapons Armor Magic Items
1 club, dagger, handaxe, javelin, light hammer, mace, quarterstaff, sickle, spear, light crossbow, dart, shortbow, sling
2
3
5
7
10
13
15
17
19
Table G[edit]

Design Note: This table focuses on items that cater toward warriors: Heavy weapons, armor, heavy-duty adventuring gear, and other basic necessities for roughing it on the battlefield.

Minimum Character Level Trade Goods Tools Adventuring Gear Weapons Armor Magic Items
1 club, dagger, greatclub, handaxe, javelin, light hammer, mace, quarterstaff, sickle, spear, light crossbow, dart, shortbow, sling
2
3
5
7
10
13
15
17
19
Table H[edit]

Design Note: This table focuses on items that cater toward burglars, assassins, and other ne'er-do-wells: Thieves' tools, poisons, and other implements needed for carrying out acts in the dead of night.

Minimum Character Level Trade Goods Tools Adventuring Gear Weapons Armor Magic Items
1 club, dagger, handaxe, light hammer, mace, quarterstaff, sickle, spear, light crossbow, dart, shortbow, sling
2
3
5
7
10
13
15
17
19

Back to Main Page5e HomebrewSpellsBard
Back to Main Page5e HomebrewSpellsWarlock
Back to Main Page5e HomebrewSpellsWizard

Home of user-generated,
homebrew pages!


Advertisements: